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Here is our video demonstrating the new features:

Mod System V2The modding system has been substantially upgraded.

It is now possible to create new versions of just about everything in a mod: Objects / Entities Rooms / Zones Equipment / tools / weapons Materials Research / Bureaucracy Emergency Callouts (eg Riot Police) Reform Programs Grants (The only area you could add new content previously) Jobs (eg tend these vegetables) Needs, and Need Providers (eg "Bladder" is a need, "Toilet" is a need provider) Production/Work rules (eg Move sheet metal to the workshop, load it into the Saw, cut it into license plates)

Custom graphics can be provided by data/sprites.png. (Please keep your sprites.png as small/compact as possible - so we can load more mods at once). We currently only support a single graphics patch at a time, however we will upgrade this for next alpha

All objects can use an optional LUA script to drive their behaviour

We have created a sample Mod called "The amazing vegetable garden mod", which demonstrates many of the new features. It adds a new Vegetable Patch, in which seeds can be planted. These seeds are tended by prisoners, and eventually grow and can be harvested as vegetables. Those veg are then taken to a (new) Vegetable Preparation Table in the kitchen, where they are chopped into ingredients. Those ingredients are then used for cooking meals within your prison.

Confidential InformantsPrisoners can sometimes be hired as Confidential Informants, and will provide insight into illicit activity within your prison. Prisoners *might* be willing to become CIs in exchange for being released from a long stint in Solitary. In addition, suffering Withdrawal symtoms from drug abuse, or suppressed from heavy handed treatment will help convince them. Once recruited, CIs must be "activated" and will be escorted in cuffs to the nearest security office.

They will then reveal their information in the new "Informants" view under "Contraband". They will reveal: - All contraband owned by prisoners - All contraband being smuggled in (eg by delivery trucks) - All arranged throw-ins, ie near the outer walls - All escape tunnels

Prisoners who have been in your prison for longer will have more information for you.Each time you activate a CI, or act on their information, suspicion in that CI will increase.If their suspicion rises too high, their life may be in danger.

Remote Access systems continued- Servos can now be set to 'Close on trigger', which means they will close their door when triggered instead of opening it.- Power Switches can now be turned on and off by an incoming wire connection- New object : Pressure pad. Activates when stepped on- New object : Status light. Lights up when activated- Rendering speed of all wires increased- Performance of logic gates much increased (helps with large circuits)- Wires are now rendered only when an object is selected, or "All Wires" is selected in the Utilities menu.

- Contraband thrown over walls is now less likely (minimum distance between throws now 15, previously 10)

- Historical Contraband now pruned to 7 days maximum. This hugely reduces memory requirements and save game file size, and will also help performance in very long running maps.

- Theft of spoons and forks from the Canteen was becoming excessive. The canteen is no longer a source of spoons or forks.

- When multiple objects are in a single square, you can now cycle between them by pressing TAB

- Fixed : Broken materials will now be dumped, so they can no longer block things from working. Eg 'Broken' uniforms are never used, but also never replaced

- Cleaning Cupboard rooms now require the Cleaning research to be completed

- Trees now arrive in packs of 10 (saplings in plant pots), ready for planting (instead of one tree in a single crate)

After reading your notes, not your strongest update, but I can appreciate what you were aiming for. I'm interested in seeing what modifications arise, even though I don't really feel like visuals are going to keep people coming back.

The CI system, though interesting, won't be all that interesting to players who are already familiar with the game's mechanics, as it isn't difficult to prevent any escapes (and lower the chance of people TRYING to escape). The logic system sounds great in theory (as well as the new updates to it!), but I've yet to attempt it (I'm afraid I don't have enough "logic" ), so I can't say one way or the other. Truth be told, the garden idea sounds great - this is the kind of content that I'm personally holding out for; things that are meant to expand on the current gameplay (especially for people who have no problem preventing escapes/riots).

As a next-to-final note: thank you for changing up the spoons/forks from the canteen. The occasional was fine, but in a prison of 300 (my newest little venture), I was having 20+ inmates trying to steal stuff at each meal, last update.

As a final note: THANK YOU for the continued updates. My post isn't the most positive, but I sincerely appreciate (and look forward to!) each of your monthly updates. I've followed your game for a little over a year, and it's been the most played single player game in my Steam library (against games like Skyrim and Fallout: New Vegas). Please keep it up - I look forward to seeing more!

Anyone tested if drug programs not working and cooks dumping ingredients into floor/storage have been fixed? A23 is pretty much unplayable because only 60% of my prisoners get fed at any point. I was really looking forward to this update for fixes to these HUGE problems. Kudos on the performance increase, dumping of broken stuff, and cycling of items though! Great quality-of-life fixes!

Please Do Not Add tablet support. The last thing we need is time being taken away from the PC version of prison architect. Not to sound mean, but I didn't pay $29 beans to have a new project started mid-stream.

Also, please stop adding mod support until the bulk of the game is complete since it's likely that each new Alpha Will break existing mods. Just focus on completing A high-quality PC version of prison architect. Then Do mod support then consider a tablet version, but definitely not before! I'd like to see prisoner AI bulked up, we still haven't seen gang activity, guard towers or countless other cool features that should be the core of a prison simulator.